Record ID | ia:fundamentalsofga0000adam |
Source | Internet Archive |
Download MARC XML | https://archive.org/download/fundamentalsofga0000adam/fundamentalsofga0000adam_marc.xml |
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LEADER: 03769cam 2200625 a 4500
001 ocm70676558
003 OCoLC
005 20200807001848.0
008 060719s2007 njua b 001 0 eng
010 $a 2006023805
040 $aDLC$beng$cDLC$dBAKER$dC#P$dYDXCP$dBTCTA$dMUQ$dAU@$dOCLCF$dTULIB$dOCLCO$dOCLCA$dOCLCQ$dCCH$dUKMGB$dOCLCQ
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019 $a84651417$a271017718$a779891466
020 $a9780131687479$q(alk. paper)
020 $a0131687476$q(alk. paper)
035 $a(OCoLC)70676558$z(OCoLC)84651417$z(OCoLC)271017718$z(OCoLC)779891466
050 00 $aQA76.76.C672$bA322 2007
082 00 $a794.8/1536$222
100 1 $aAdams, Ernest$q(Ernest W.)
245 10 $aFundamentals of game design /$cErnest Adams, Andrew Rollings.
260 $aUpper Saddle River, N.J. :$bPearson Prentice Hall,$c©2007.
300 $a1 volume (various pagings) :$billustrations ;$c24 cm.
336 $atext$btxt$2rdacontent
337 $aunmediated$bn$2rdamedia
338 $avolume$bnc$2rdacarrier
490 1 $aGame design and development series
504 $aIncludes bibliographical references and index.
505 0 $aPart One. The elements of game design -- Ch. 1. Games and video games -- Ch. 2. Design components and processes -- Ch. 3. Game concepts -- Ch. 4. Game worlds -- Ch. 5. Creative and expressive play -- Ch. 6. Character development -- Ch. 7. Storytelling and narrative -- Ch. 8. Creating the user experience -- Ch. 9. Gameplay -- Ch. 10. Core mechanics -- Ch. 11. Game balancing -- Ch. 12. General principles of level design -- Part Two. The genres of games -- Ch. 13. Action games -- Ch. 14. Strategy games -- Ch. 15. Role-playing games -- Ch. 16. Sports games -- Ch. 17. Vehicle simulations -- Ch. 18. Construction and management simulations -- Ch. 19. Adventure games -- Ch. 20. Artificial life and puzzle games.
520 2 $a"Noted authors and game developers Ernest Adams and Andrew Rollings lead you through the concepts, principles, and techniques for designing an entire video game. The first half of the book gives you the necessary groundwork for creating worlds, characters, stories, gameplay, core mechanics, and a user interface. It also shows you a process by which to approach the task. The second half of the book applies the principles of the first half to the most common game genres on the market today including action games, strategy games, role-playing games, and vehicle simulations."--Back cover.
650 0 $aComputer games$xDesign.
650 0 $aComputer games$xProgramming.
650 0 $aVideo games$xDesign.
650 6 $aJeux d'ordinateur$xConception.
650 6 $aJeux d'ordinateur$xProgrammation.
650 6 $aJeux vidéo$xConception.
650 7 $aComputer games$xDesign.$2fast$0(OCoLC)fst00872112
650 7 $aComputer games$xProgramming.$2fast$0(OCoLC)fst00872114
650 7 $aVideo games$xDesign.$2fast$0(OCoLC)fst01166425
700 1 $aRollings, Andrew,$d1972-
776 08 $iOnline version:$aAdams, Ernest.$tFundamentals of game design.$dUpper Saddle River, N.J. : Pearson Prentice Hall, ©2007$w(OCoLC)653042200
830 0 $aGame design and development.
856 41 $3Table of contents$uhttp://catdir.loc.gov/catdir/toc/ecip0617/2006023805.html
938 $aBaker & Taylor$bBKTY$c88.00$d88.00$i0131687476$n0006752274$sactive
938 $aBaker and Taylor$bBTCP$n2006023805
938 $aYBP Library Services$bYANK$n2450299
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029 1 $aUKMGB$b013717032
029 1 $aUNITY$b108437515
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994 $aZ0$bP4A
948 $hNO HOLDINGS IN P4A - 186 OTHER HOLDINGS